User Tools

Site Tools


pathfinder:exploration

This is an old revision of the document!


Exploration

These rules were used in Rise of the Runelords to try and find the lost city of Xin-Shalast. They differ from the Discovery rules in the Ultimate Wilderness book because I wanted to allow a party of characters to be able to use more than one skill, therefore involving more of the characters in the process (rather than simply the one person with the highest Survival skill).

Exploration of the wilderness in an attempt to find a route or location requires a number of Knowledge (Geography) checks. How long a check takes depends on the terrain, but often it will be one day if on foot, or one hour if flying.

One character is designated as the guide, and they make the primary Knowledge check. However, other characters can aid another on this using a variety of skills, also possibly getting extra bonuses.

Example: The Epic of Gudjoni

The characters are following clues in the poem known as the Epic of Gudjoni in order to find the Norns known as the Twisted Three up to the north of Lake Stormunder.

Skill Checks

Each character can choose to use one skill each time, but they can switch skills on different attempts.

Knowledge (Geography)

This is the primary skill to use. Other characters can also use aid another to grant a +2 bonus if they achieve a DC of 10. Untrained characters can attempt to aid in this if they want.

Survival

Can be used to aid another on the Knowledge (Geography) check:

  • DC 10: Counts as aiding, granting a +2 bonus to this check.
  • DC 20: In addition, you can help avoid going around in circles. All further attempts gain a further cumulative +1 bonus.

Profession (Cartography)

Can be used to start making a map..

  • DC 20: All further attempts gain a further cumulative +1 bonus. This stacks with the cumulative bonus from Survival.

Knowledge (Nature)

Both through your knowledge of the fey and where they are likely to be found, and also by understanding of natural formations, you can help others in following the path.

  • DC 20: Grants a +2 aid another bonus.

Perform (Oratory)

Being able to interpret the poetic words of the Epic can provide a large help. The Epic is written in Skald, so it really helps to natively speak that language in order to fully understand all the subtle nuances of the descriptive passages.

  • If the character speaks Skald, then they get a +1 bonus for every 5 DC rolled.
  • If they do not speak Skald and use a translation, they get a +1 bonus for every 10 DC rolled.

Using Linguistics or Comprehend Languages counts as using a translation. Being a fluent speaker gives you all the puns and double meanings common in poetry that a static (or magical) translation won’t give.

pathfinder/exploration.1556964579.txt.gz · Last modified: 2019/05/04 10:09 by sam